Goody and Watt (Adted 509, 1/30/2007)
Privilege writing and suggest a phonetic system of writing (full literacy vs. what they call the restricted literacy of say India, or China) led to Western society's development of logic,abstract thought, science and history.
Alphabetic writing frees societies from the homeostatic tradition of " conservative conformity"
The Element-Ken Robinson
Element-"The place where the things you love to do and the things that you are good at come together" Meeting point between natural aptitude and personal passion
Creativity-"process of having original ideas that have value."
Making Change: For School Improvement
this is a training game that enables educators to bring about change in their schools. Players learn to change by trying to influence policies and practices in a fictional (but surprisingly real) school district. The game is fun and participants often get caught up in trying to succeed at promoting an innovation. More importantly, the game is an active illustration of the critical foundation principles of changing any school. It is our goal to have these principles remain in your thinking long after the game has been played for it is the the principles that will serve you well in managing change in your setting. The handouts in this packet are reminders of the principles.
Privilege writing and suggest a phonetic system of writing (full literacy vs. what they call the restricted literacy of say India, or China) led to Western society's development of logic,abstract thought, science and history.
Alphabetic writing frees societies from the homeostatic tradition of " conservative conformity"
The Element-Ken Robinson
Element-"The place where the things you love to do and the things that you are good at come together" Meeting point between natural aptitude and personal passion
Creativity-"process of having original ideas that have value."
Making Change: For School Improvement
this is a training game that enables educators to bring about change in their schools. Players learn to change by trying to influence policies and practices in a fictional (but surprisingly real) school district. The game is fun and participants often get caught up in trying to succeed at promoting an innovation. More importantly, the game is an active illustration of the critical foundation principles of changing any school. It is our goal to have these principles remain in your thinking long after the game has been played for it is the the principles that will serve you well in managing change in your setting. The handouts in this packet are reminders of the principles.
Learning from the Game:
I.ASSUMPTIONS OF THE CONCERNS BASED ADOPTION MODEL
Change:
is a PROCESS, not an event
is made by INDIVIDUALS first, then institutions
is a highly PERSONAL experience
entails DEVELOPMENTAL growth in feelings and skills
interventions must be related to: the people first, the innovation second
II.LEARNING BUILT INTO MAKING CHANGE
- Change takes time and persistence
- Individuals go through stages in the change process and have different needs at different stages
- Change strategies are most effective when they are chosen to meet people's needs
- administrative support and approval is needed for change to occur
- An individual or committee must take responsibility for organizing and managing the change.
- The objective is to benefit students, not just "convert" staff
- Successful change is PLANNED and MANAGED
III. LEVELS OF USE OF THE INNOVATION
Typical Behaviors
Levels of use
Levels of use
renewal (highest)
integration
refinement
routine
mechanical
preparation
orientation
nonuse(lowest)
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BEHAVIORAL INDICES OF LEVEL
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IV. Adopter types
V. Stages of concern
The research on diffusion found that people differ in their readiness to accept a change. Some people will adopt the change quickly; others will take a long time.
- Innovator: eager to try new ideas, open to change, and willing to take risks; usually perceived as naive or a little crazy and, therefore, not well integrated into the social structure (8%)
- Leader: open to change, but more thoughtful about getting involved; trusted by other staff and sought for advice and opinions (17%)
- EARLY Majority: cautious and deliberate about deciding to adopt an innovation; tends to be a follower, not a leader (29%)
- Late majority: skeptical of adopting new ideas and "set in their ways" can be won over by a combination of peer pressure and administrative expectations (29%)
- Resister: suspicious and generally opposed to new idea; usually low in influence and often isolated from the mainstreem (17%)
Typical Expressions of concern about an innovation
Levels of use
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